package powers;

import virtualTabletop.ActionType;
import virtualTabletop.AttackType;
import virtualTabletop.DamageType;
import virtualTabletop.TargetType;
import abilities.Ability;
import defenses.Defense;

/**
 * implemented powers
 * 
 * @author bjo013
 * 
 */
public class ThePowers
{

	/**
	 * melee basic attack
	 */
	public static Power meleeBasicAttack = new Power("Melee Basic Attack",
			Flavor.AtWill, PowerSource.Martial, DamageType.Weapon,
			EffectType.None, Accessory.Weapon, ActionType.Standard,
			AttackType.MeleeWeapon, 1, 1, TargetType.Enemy, new AttackVs(
					Ability.STR, Defense.AC), 1, new Hit(1, Ability.STR),
			false, null, 0);

	/**
	 * ranged basic attack
	 */
	public static Power rangedBasicAttack = new Power("Ranged Basic Attack",
			Flavor.AtWill, PowerSource.Martial, DamageType.Weapon,
			EffectType.None, Accessory.Weapon, ActionType.Standard,
			AttackType.RangedWeapon, 1, 1, TargetType.Enemy, new AttackVs(
					Ability.DEX, Defense.AC), 1, new Hit(1, Ability.STR),
			false, null, 0);

	/**
	 * reaping strike
	 */
	public static Power reapingStrike = new Power("Reaping Strike",
			Flavor.AtWill, PowerSource.Martial, DamageType.Weapon, null,
			Accessory.Weapon, ActionType.Standard, null, 1, 1,
			TargetType.Enemy, new AttackVs(Ability.STR, Defense.AC), 1,
			new Hit(1, Ability.STR), true, null, 0);

}

/*
 * public Power(String name, Flavor flavor, PowerSource pwrSource, DamageType
 * dmgType, EffectType efcType, Accessory accessory, ActionType actionType,
 * AttackType atkType, int range, int withinSquares, TargetType target, AttackVs
 * attackVs, int nbOfAttacks, Hit hit, Boolean halfDmgOnFail, Effect effect, int
 * duration)
 */